SolarMartialArts/BogMod

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Special Charms

Form Dancing Warrior
Cost: -; Mins: Martial Arts 5, Essence 4; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: One full Martial Arts style and a second Form charm.

It is by the enlightened minds and wills of the Exalted that they transcend the limits and become something greater. With this charm a Solar is no longer restricted and remains adaptable to situations and a champion at all he does. At the start of the Lawgiver's turn for the cost of 1 mote they can change the Martial Arts form charm they are using to another one they know so long as that charm is from a Terrestial or Celestial style. This does not count as charm use. People can tell when a Solar changes styles. It is known that the Lunars and Sidereals have their own versions of this charm. The Terrestials have a weaker version it is believed that permits them only to dance between Terrestial styles. Even their Immaculates can not learn to change easily between Celestial Forms.


Solar Hero Style Charms

Charm-Stunning Blow

Cost: 5m; Mins: Martial Arts 4, Essence 3; Type: Supplemental
Keywords: Obvious, Combo-OK
Duration: Instant
Prerequisite Charms: Ox-Stunning Blow

Like the energies that keep a person alive the power of essence maintaining a charm can be disrupted with the right strike. A single punch to the body can cause damage that with time the body will heal. With this a single punch to a body will disrupt a charm for a few seconds to turn the fight.

This charm must be activated before the attack roll is made. On a successful hit and damage one persistant charm with a longer then 1 turn duration the target has up will be temporarily disrupted. The charm does not work for a number of turns equal to the users brawl. They can restore the charm's effects before that time though by spending the motes and any other costs of the charm again.


Grappling The Unleashed Essence Technique

Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Reflexive 
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequiste Charms: Charm-Stunning Blow

With this charm a solar can through using his essence to empower his body and moves take hold of even the intangible inner essence patterns of a spell and subdue and control it. When the solar comes into contact with a cast spell she may make a Clinch roll at a difficulty of the spells Circle plus the caster's Essence. On a successful roll she has two choices. Redirect the spell at the original casters strength but directed how the Solar chooses or to cause the spell to collapse as if it was dispelled by countermagic of the same circle by the solar. Though this charm does not work on allready existant spells such as moving into an allready cast Rain of Doom spell those in the process of being cast or going through their instantaneous effects can be stopped so long as the Solar is within the area. This charm works as well on Necromancy as it does on Sorcery.


Hidden Hammer Strike

Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Sledgehammer Fist Punch

There are two ways to hurt someone. With muscle and flesh and steel or with lethal intent. A strike with proper intent needs not rely on leverage and muscles to hurt, the power of the strike is all in the intent. With this charm a solar can make a full strength brawling attack with only the slightest of movements. A caress to the cheek could do it, or shifting your shoulder into a captor who has you bound and tied up but close enough for the barest of touches. You must touch the target to do this but you can make a full dice attack roll and damage roll assuming you can touch your target. If you are using this charm on someone outside of combat(likely) you may roll Dexterity + Martial arts instead of Dexterity Stealth to get the advantage of a Surprise Attack. There is a moment of hostile intent the keenly perceptive can pick up on.


Coiling Body Method

Cost: 3m; Mins: Brawl 4, Essence 2; Type: Reflexive(Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Crashing Wave Throw

Wether hit or miss, struck or blocked the battle shifts and turns from moment to moment. The upperhand becomes lost or grows into a greater advantage all in the space between thoughts. The solar may make a reflexive clinch attack against anyone who attacks her with a hand-to-hand attack. This roll is made after the attackers attack roll is made but before damage. This can not be used in response to counterattacks.


Shifting Body Betrayel

Cost: 3m; Mins: Brawl 4, Essence 3; Type: Reflexive(Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Coiling Body Method

While in a clinch normally you have no defense. If your foe has a friend you might be in serious touble...without this charm at least. With it you may apply your Parry DV as a defense against your opponent's attack. Should they not exceed your DV they hit their fried with an attack equal to the number of successes they still needed. Should they exceed your DV they still have their attack successes reduced by your DV value.

Comments

2e conversion complete. -BogMod